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blelliot
2013-08-12, 12:06 AM
This is an attempt at a new base class for a lower magic world ive been tinkering with. let me know what you think. Thanks!THE MYSTICAL ADEPT{table=head]Level|BAB|Fort|Ref|Will|Special
1st|+0|+0|+0|+2| Spells, Mystic Bond

2nd|+1|+0|+0|+3|

3rd|+2|+1|+1|+3| Improved Mystic Bond

4th|+3|+1|+1|+4|

5th|+3|+1|+1|+4| Bonus Feat

6th|+4|+2|+2|+5| Improved Mystic Bond

7th|+5|+2|+2|+5|

8th|+6/+1|+2|+2|+6|

9th|+6/+1|+3|+3|+6| Improved Mystic Bond

10th|+7/+2|+3|+3|+6| Bonus Feat

11th|+8/+3|+3|+3|+6|

12th|+9/+4|+4|+8|+4| Improved Mystic Bond

13th|+9/+4|+4|+4|+8|

14th|+10/+5|+4|+4|+9|

15th|+11/+6/+1|+5|+5|+9| Bonus Feat, Improved Mystic Bond

16th|+12/+7/+2|+5|+5|+10|

17th|+12/+7/+2|+5|+5|+10|

18th|+13/+8/+3|+6|+6|+11| Improved Mystic Bond

19th|+14/+9/+4|+6|+6|+11|

20th|+15/+10/+5|+6|+6|+12| Bonus Feat, Mystic Ascension

[/table]
{table=head]Spells Known
{table=head]Level | 0 | 1 | 2 | 3 | 4 | 5
1st | 4| 1 | - | - | - | - |
2nd| 5 | 2 | - | - | - | - |
3rd | 6 | 3 | - | - | - | - |
4th | 6 | 3 | 1 | - | - | - |
5th | 6 | 4 | 2 | - | - | - |
6th | 6 | 4 | 3 | - | - | - |
7th | 6 | 4 | 4 | - | - | - |
8th | 6 | 4 | 4 | 1 | - | - |
9th | 6 | 4 | 4 | 2 | - | - |
10th | 6 | 4 | 4 | 3 | - | - |
11th | 6 | 4 | 4 | 4 | - | - |
12th | 6 | 4 | 4 | 4 | 1 | - |
13th | 6 | 4 | 4 | 4 | 2 | - |
14th | 6 | 4 | 4 | 4 | 3 | - |
15th | 6 | 4 | 4 | 4 | 4 | - |
16th | 6 | 5 | 4 | 4 | 4 | 1 |
17th | 6 | 5 | 5 | 4 | 4 | 2 |
18th | 6 | 5 | 5 | 4 | 4 | 3 |
19th | 6 | 5 | 5 | 5 | 4 | 4 |
20th | 6 | 5 | 5 | 5 | 5 | 5 |
[/table][/table]
{table=head]Spells Per-Day
{table=head]Level | 0 | 1 | 2 | 3 | 4 | 5 |
1st |3 | 1 | - | - | - | - |
2nd | 3 | 1 | - | - | - | - |
3rd | 3 | 2 | - | - | - | - |
4th | 3 | 2 | 1 | - | - | - |
5th | 3 | 2 | 1 | - | - | - |
6th | 3 | 3 | 1 | - | - | - |
7th | 3 | 3 | 2 | - | - | - |
8th | 3 | 3 | 2 | 1 | - | - |
9th | 3 | 3 | 2 | 1 | - | - |
10th | 3 | 3 | 2 | 1 | - | - |
11th | 3 | 3 | 3 | 2 | - | - |
12th | 3 | 3 | 3 | 2 | 1 | - |
13th | 3 | 3 | 3 | 2 | 1 | - |
14th | 3 | 3 | 3 | 2 | 1 | - |
15th | 3 | 3 | 3 | 3 | 2 | - |
16th | 3 | 3 | 3 | 3 | 2 | 1 |
17th | 3 | 3 | 3 | 3 | 2 | 1 |
18th | 3 | 3 | 3 | 3 | 2 | 2 |
19th | 3 | 3 | 3 | 3 | 3 | 2 |
20th | 3 | 3 | 3 | 3 | 3 | 2 |
[/table][/table]
Hit Die d6
Starting Wealth 3d4
Class Abilities
Class Skills:
The mystic’s class skills (and the key ability for each skill) are
Concentration (Con), Craft (Int), Decipher Script (Int), Knowledge
(all skills, taken individually) (Int), Profession (Wis), and Spellcraft
(Int).
Weapon and Armor Proficiency: Mystics are proficient with
all simple weapons. They are not proficient with any type of armor
or shield.
Mystic Bond: At first level, the mystic chooses one of the following bonds: arcane, divine, or nature. The bond she chooses will determine from which spell list she will be able to learn her spells and which ability will be her spellcasting ability. Once she makes this choice, she cannot change it at a later level. The choice of bond will also give her different choices for her Improved Mystic Bond at later levels.
Spells The mystic casts either arcane or divine spells, depending on her choice of bond. If she chooses arcane bond, she casts arcane spells. If she chooses divine or nature bond, she casts divine spells. In order to cast her spells, she needs a relevant ability score of 10 plus spell level. Arcane spells require intelligence, divine spells require wisdom, and nature spells require charisma. The mystic can only know so many spells (see chart above)and must prepare spells the way a wizard does. Each mystic must have a spellbook, prayerbook, or some kind of a written log of her spells known in order to prepare them each day.
Improved Mystic Bond: The mystics bond becomes stronger as she gains levels. At third level, and each third level afterward (6th.9th, etc.)
her bond strengthens. See the following table:
{table=head]Mystic Bond Progression
{table=head] | Arcane | Divine | Nature |
1st | Summon Familiar | Turn or Rebuke Undead | Animal Companion |
3rd |Spell Mastery|Still Mind|Trackless Step|
6th | Iron Will | Great Fortitude | Lightning Reflexes |
9th | Arcane Recall 1/Day | Spontaneous Casting |Spirit Meld 1/Day |
12th | Diamond Soul |Purity of Body|Venom Immunity|
15th | Spell Mastery | Domains| Woodland Stride|
18th | Arcane Recall 3/Day | Holy Power |Spirit Meld 3/Day|
[/table][/table]
Arcane Recall: As a Full Round Action, An arcane Mystic can expend two spell slots of the same level to cast a spell already cast for the day.
Iron Will: Gain Iron Will as a bonus feat
Turn or rebuke undead: As cleric of level -3
Great Fortitude: Gain as bonus feat.
Spontaneous Casting: As Cleric
Domains: May pick any one as long as it is not opposed to the divine Mystic's own alignment. Otherwise works as clerics ability.
Holy Power: May use turn or rebuke attempt to perform an exorcism. As spirit shaman ability.
Animal Companion: As druid of level -3
Lightning Reflexes: Gain as bonus feat.
Spirit Meld: Gain the ability to merge with your animal companion, keep the animals STR, DEX, and CON, with each physical ability gaining a bonus to your corresponding modifier. An example: A ninth level nature mystic with a 14 strength spiritmelds with her wolf. She would get the wolf's strength plus two. she keeps her mental ability scores. she can still speak and cast spells in this form.
Trackless Step: As druid
Woodland Stride: As druid
Venom immunity: as druid
Still Mind: As Monk
Purity of Body: As monk
Diamond Soul: As Monk
Bonus Feats: Gain any item creation feat as a bonus feat. Must still meet the prerequisites.
Mystic Ascension:As Perfect Self from twentieth level monk.
Spell Lists
Arcane:
0- Acid Splash, Amanuensis, Daze, Detect Magic, Electric Jolt, Light, Mage Hand, Message, Prestidigitation, Ray of Frost, Read Magic, Resistance
1- Alarm, Burning Hands, Cause Fear, Charm Person, Color Spray, Comprehend Languages, Disguise Self, Enlarge Person, Feather Fall, Grease, Hold Portal, Hypnotism, Jump, Mage Armor, Magic Missle, Magic Weapon, Ray of Enfeeblement, Shield, Shocking Grasp, Silent Image, Sleep, True Strike, Ventriloquism
2- Alter Self, Arcane Lock, Blur, Darkvision, Daze Monster, False Life, Glitterdust, Invisibility, Knock, Levitate, Locate Object, Magic Mouth, Minor Image, Mirror Image, Protection From Arrows, Resist Energy, Scare, Scorching Ray, See Invisibility, Spider Climb, Web, Whispering Wind
3- Deep Slumber, Dispel Magic, Displacement, Fireball, Flame Arrow, Fly, Gaseous Form, Greater Magic Weapon, Haste, Hold Person, Invisibility Sphere, Keen Edge, Lightning Bolt, Major Image, Slow, Suggestion, Tounges, Vampiric Touch
4- Arcane Eye, Bestow Curse, Charm Monster, Confusion, Dimensional Anchor, Dimension Door, Fear, Fire Trap, Greater Invisibility, Hallucinatory Terrain, Illusory Wall, Lesser Globe of Invulnerability, Remove Curse, Scrying, Wall of Fire, Wall of Ice
5- Break Enchantment, Cloudkill, Cone of Cold, Dominate Person, Dream, False Vision, Feeblemind, Hold Monster, Mind Fog, Passwall, Persistant Image, Telekinesis, Teleport, Wall of Force, Wall of Iron, Wall of Stone
Divine:
0- Create Water, Cure Minor Wounds, Detect Magic, Disrupt Undead, Guidance, Inflict Minor Wounds, Light, Purify Food and Drink, Read Magic, Resistance, Virtue
1- Align Weapon, Bane, Bless, Bless Water, Cause Fear, Command, Command Undead, Comprehend Languages, Cure Light Wounds, Curse Water, Deathwatch, Detect Chaos/Evil/Good/Law, Detect Undead, Divine Favor, Hide From Undead, Inflict Light Wounds, Protection from Chaos/Evil/Good/Law, Remove Fear, Sanctuary, Shield of Faith
2- Aid, Augury, Calm Emotions, Consecrate, Cure Moderate Wounds, Darkness, Desecrate, Enthrall, Gentle Repose, Heroism, Hold Person, Inflict Moderate Wounds, Lesser Restoration, Remove Paralysis, Shatter, Shield Other, Silence, Spiritual Weapon, Status, Undetectable Alignment, Zone of Truth
3- Animate Dead, Bestow Curse, Blindness/Deafness, Contagion, Create Food and Water, Cure Serious Wounds, Daylight, Deeper Darkness, Dispel Magic, Greater Disrupt Undead, Glyph of Warding, Healing Touch, Inflict Serious Wounds, Invisibility Purge, Locate Object, Magic Circle Against Chaos/Evil/Good/Law, Magic Vestment, Prayer, Remove Blindness/Deafness, Remove Curse, Remove Disease, Searing Light, Speak with Dead, Status
4- Chaos Hammer, Cure Critical Wounds, Death Ward, Discern Lies, Divine Power, Freedom of Movement, Holy Smite, Imbue with Spell Ability, Inflict Critical Wounds, Order's Wrath, Restoration, Spell Immunity, Tounges, Unholy Blight
5- Atonement, Break Enchantment, Commune, Dispel Chaos/Evil/Good/Law, Disrupting Weapon, Flame Strike, Greater Command, Hallow, Harm, Heal, Mark of Justice, Raise Dead, Righteous Might, Scrying, Slay Living, Spell Resistance, Unhallow
Nature:
0- Create Water, Cure Minor Wounds, Dawn, Detect Magic, Detect Poison, Know Direction, Light, Mending, Naturewatch, Purify Food and Drink, Resistance
1- Calm Animals, Charm Animal, Cure Light Wounds, Detect Animals or Plants, Detect Snares and Pits, Endure Elements, Entangle, Faerie Fire, Goodberry, Hide from Animals, Jump, Longstrider, Magic Fang, Magic Stone, Obscuring Mist, Pass without Trace, Produce Flame, Shillelagh, Speak with Animals,
2- Animal Messenger, Animal Trance, Barkskin, Bear's Endurance, Bull's Strength, Cat's Grace, Eagle's Splendor, Fox's Cunning, Owl's Wisdom, Daylight, Delay Poison, Fog Cloud, Gust of Wind, Hold Animal, Lesser Restoration, Resist Energy, Spider Climb, Soften Earth and Stone, Tree Shape, Warp Wood, Wood Shape
3- Call Lightning, Contagion, Cure Moderate Wounds, Diminish Plants, Dominate Animal, Greater Magic Fang, Meld into Stone, Neutralize Poison, Plant Growth, Poison, Protection from Energy, Quench, Remove Disease, Sleet Storm, Speak with Plants, Spike Growth, Stone Shape, Water Breathing, Wind Wall
4- Air Walk, Antiplant Shell, Blight, Command Plants, Control Water, Dispel Magic, Divination, Flame Strike, Freedom of Movement, Ice Storm, Reincarnate, Repel Vermin, Rusting Grasp, Spike Stones
5-Animal Growth, Baleful Polymorph, Call Lightning Storm, Commune with Nature, Control Winds, Cure Critical Wounds, Death Ward, Scrying, Stoneskin, Transmute Mud to Rock, Transmute Rock to Mud, Tree Stride, Wall of Fire, Wall of Thorns

Amridell
2013-08-12, 12:35 AM
Arcane recall seems a bit weak. Perhaps try something similar to magus arcana pool? You may even consider making the bond more interchangeable (ie, each day, they choose a bond, or they get all three at once, etc) and have the extra bond abilities be more temporary. Otherwise, it looks great, and as I'm running a no arcane campaign right now, I like it in general.

blelliot
2013-08-15, 12:02 PM
Ive changed the three spell lists. I would love to get some feedback on the spells available to each bond. Thanks!:smallsmile: